i get the same problem dudeWhen i try to enable calamity, thorium and tremor together this happens:
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i get the same problem dude
[doublepost=1501996476,1501996354][/doublepost]whenever i try and initializie the 4 main masive content mods (calamity, thorium, tremor, spirit) most of the time says somthing like "fail to load so and so files"
Please i really want to play "super modded"
Enemy prefixes is causing thatWhen i try to enable calamity, thorium and tremor together this happens:
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Enemy prefixes is causing that
He is though since EnemyMod is enemy prefixes as for your error could you post the error messageWhat if we aren't using enemy prefixes
yeh but im not using it and i still get failuresHe is though since EnemyMod is enemy prefixes as for your error could you post the error message
Yours is a memory issue try restarting terraria and If that doesn't work you can close background tasks or disable modsyeh but im not using it and i still get failures
...
.png and .mp3 files to be exact
i have 8gb of ram and 2gb of vram... i dont think its a ram issueYours is a memory issue try restarting terraria and If that doesn't work you can close background tasks or disable mods
Terraria is 32 bit so there is a limit on how much Ram it can usei have 8gb of ram and 2gb of vram... i dont think its a ram issue
Make sure you're actually deriving from ModItem.Ummm I want to make a helmet, but it cant override. I already tried the way said, but that doesnt work :/ Any ideas?
ilspyhow can you extract the game files? INCLUDING THE CS OR CODE FILES
I tried to use it, but i dont know how.ilspy
Hello, could somebody explain to me how I would add a glowmask to an item like a sword? For example the way the solar pickaxe has a luminous quality to it.
See the attached images for what I'd be wanting to make glow.
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria.DataStructures;
namespace JoshuasMod.Projectiles.Nirvana
{
public class NirvanaSlash : ModProjectile
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Nirvana"); //The weapon's name when shown in-game.
Main.RegisterItemAnimation(projectile.type, new DrawAnimationVertical(10, 5));
}
public override void SetDefaults()
{
projectile.width = 68;
projectile.height = 64;
projectile.aiStyle = 75;
projectile.friendly = true;
projectile.tileCollide = false;
projectile.melee = true;
projectile.penetrate = -1;
projectile.ownerHitCheck = true;
}
public override void AI()
{
Player player = Main.player[projectile.owner];
float num = 1.57079637f;
Vector2 vector = player.RotatedRelativePoint(player.MountedCenter, true);
num = 0f;
if (projectile.spriteDirection == -1)
{
num = 3.14159265274f;
}
if (++projectile.frame >= Main.projFrames[projectile.type])
{
projectile.frame = 0;
}
projectile.soundDelay--;
if (projectile.soundDelay <=0)
{
Main.PlaySound(2, (int)projectile.Center.X, (int)projectile.Center.Y, 1);
projectile.soundDelay = 12;
}
if (Main.myPlayer == projectile.owner)
{
if (player.channel && !player.noItems && !player.CCed)
{
float scaleFactor6 = 1f;
if (player.inventory[player.selectedItem].shoot == projectile.type)
{
scaleFactor6 = player.inventory[player.selectedItem].shootSpeed * projectile.scale;
}
Vector2 vector13 = Main.MouseWorld - vector;
vector13.Normalize();
if (vector13.HasNaNs())
{
vector13 = Vector2.UnitX * (float)player.direction;
}
vector13 *= scaleFactor6;
if (vector13.X != projectile.velocity.X || vector13.Y != projectile.velocity.Y)
{
projectile.netUpdate = true;
}
projectile.velocity = vector13;
}
else
{
projectile.Kill();
}
}
Vector2 vector14 = projectile.Center + projectile.velocity * 3f;
Lighting.AddLight(vector14, 0.8f, 0.8f, 0.8f);
projectile.position = player.RotatedRelativePoint(player.MountedCenter, true) - projectile.Size / 2f;
projectile.rotation = projectile.velocity.ToRotation() + num;
projectile.spriteDirection = projectile.direction;
projectile.timeLeft = 2;
player.ChangeDir(projectile.direction);
player.heldProj = projectile.whoAmI;
player.itemTime = 2;
player.itemAnimation = 2;
player.itemRotation = (float)Math.Atan2((double)(projectile.velocity.Y * (float)projectile.direction), (double)(projectile.velocity.X * (float)projectile.direction));
}
}
}
instead of using the jar file just rename the terraria.exe into sumthing dumb then port all the tmodloader files into your terraria fileSo, I'm trying to boot up my game with TModLoader, but once it gets to the end of loading the mods with like one left after reading and whatnot, it stops and says and I quote: "Terraria has stopped working.
A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available." If I verify the file integrity, it will say one is missing, reinstall it and bring it back to vanilla. It seems like installing the TModLoader JAR file causes something to delete or go missing. And help/suggestions?